View Poll Results: Would you like this to be implemented for Heart of the Swarm?

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  • Yes

    14 82.35%
  • No

    3 17.65%
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Thread: [Idea] Zerg Armory Mechanic

  1. #11
    Bobo's Avatar Junior Member
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    Jul 2009
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    Default Re: [Idea] Zerg Armory Mechanic

    The idea is great.
    It could be even more expanded... but the basic thought is brilliant couse it would allow player's unique build and playstyle.

    Hope they read this. Maybe you'll become "the zerg evolution mechanic" prophet. Why not?
    Last edited by Bobo; 01-16-2010 at 11:08 AM.

  2. #12

    Default Re: [Idea] Zerg Armory Mechanic

    Isn't this a talent tree?

  3. #13

    Default Re: [Idea] Zerg Armory Mechanic

    Wait, what did I miss, we are now speculating on a the second part of a game that the first part is 1 year away since 2007?

    My speculation is that the mechanic will look like buying a new wheel chair for Jim Raynor cause he is 93.

  4. #14

    Default Re: [Idea] Zerg Armory Mechanic

    Hmm, I wouldn't be adverse to having "talent trees"/broods for each mission. It would make each mission unique. This could expand even further on divergent campaign paths. "Y'know, I really want this to happen, so this brood would be best suited for achieving my aims." It could completely alter the gameplay of every mission.

    Brilliant!

    I was always somewhat saddened that the individual brood (and factions and tribes) weren't explored in-game. While the Protoss campaign will see you fused disparate forces, the Zerg will be the inverse.
    Aaand sold.


    Be it through hallowed grounds or lands of sorrow
    The Forger's wake is bereft and fallow

    Is the residuum worth the cost of destruction and maiming;
    Or is the shaping a culling and exercise in taming?

    The road's goal is the Origin of Being
    But be wary through what thickets it winds.

  5. #15

    Default Re: [Idea] Zerg Armory Mechanic

    While I like the basic premises of this idea, what we've been shown so far is a mechanic that opens units and upgrades depending on levels chosen to complete and cash received upon completion. This would work for Zerg, except we would have to subsitute something like "Kerrigan's permission points" for cash. Note that the direction stated by Archer and in his Browder quote are seemingly for the story arc more so than the unit development. That said, I could handle this idea for the Zerg campaign and would like broods with unique uses, but I feel it might detract or distract from the RTS roots of the game.

  6. #16

    Default Re: [Idea] Zerg Armory Mechanic

    I'm pretty sure the singleplayer aspect of SC2 is moving away from its RTS roots and trying to open up as much interesting gameplay as possible. This is especially the case when you look at Warcraft 3 and how those missions reflected Hero-driven gameplay, I would assume that this is what they'd want to do with Kerrigan in Heart of the Swarm.

  7. #17

    Default Re: [Idea] Zerg Armory Mechanic

    I think the Zerg gameplay would be most like WarCraft. Individual Heroes may evolve -- "level up" -- through the course of the campaign, and Kerrigan may need to conduct many "specialized" missions, eg kidnapping terran or protoss officials to extract from them information crucial to continued evolution and expansion. I would also love to see more covert ops-style missions -- impersonating leaders from other races with Changelings and making them devolve into civil wars and stuff. That would be epic.

    @Flak: That system is only being implemented for the Terran campaign. We already know those mechanics won't be [as] applicable to the Zerg and Protoss campaigns, as Browder and co. have admitted.
    Aaand sold.


    Be it through hallowed grounds or lands of sorrow
    The Forger's wake is bereft and fallow

    Is the residuum worth the cost of destruction and maiming;
    Or is the shaping a culling and exercise in taming?

    The road's goal is the Origin of Being
    But be wary through what thickets it winds.

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